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Thread: List of changes

  1. #1
    Steph's Avatar Maréchal de France
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    Default List of changes

    This thread list the different changes done in the gameplay and tables.
    Blue: changes introduced in the latest release
    In Italic: change in the current WIP version, not release yet.

    Changes with (*) apply only to some factions, current list is:
    - High Elves
    - Dark Elves
    - Wood Elves
    - Empire
    - Bretonnia
    - Dwarves
    - Lizardmen
    - Vampire counts

    Mortal Empire and Vortex campaigns are now both supported

    Other factions will be done later.
    Netx one planned: Tomb Kings

    General changes
    - Morale adjusted a little
    - Adjusted speed when climbing ladder
    - Adjusted collision and bracing and chance to hit
    - Allowed to drag the units on a wider front.
    - Healing cap increased
    - More wind of magic
    - Attrition starts sooner for siege
    - Ajusted walls, tower and siege engines. Less range and more damage for tower, siege engines are built faster.
    - Ajusted replenishment when in own region
    - Campagin Speed increased in your own region
    - Reduced upkeep penatly
    - Reduced great power diplomacy penalty
    - Adjusted diplomatic relation between races
    - Rogue armies have their own icons
    - Rebels have their own icons
    - Possible units in rebel armies adjusted (mix of generic and heraldic units)
    - Dynamic Manpower System
    - Climate overhaul (see post below for details (see below)

    Ministerial position
    More bonus for the Empire counts :
    - better leadership for the provincial units from their own province, when figthing in own or allied territory
    - Reduced upkeep for their own provincial units.

    Region and settlements
    - Provincial capital settlements have two more slots, but only if for the "rightfull" owner of the province (ex: Lothern has 12 slots when controlled by an HE faction, but only 10 when controlled by another faction).

    - Reworked UI: icons and porthole are no longer close up, but show more of the agents
    - More varied graphics for agents
    - Lore specific graphics for mage, spellsingers, sorcerer
    - Skill points are gained quicker (usually 2/level)

    - More buildings provide garrison (exemple : barracks give foot soldier, stable gives cavalry)
    - Priority reworked to have more chance to get stronger units, and also more variety

    Battle Camera
    - Increased ranged of movement

    Battle entities(*)
    - General rework of speed to have more variation between the different type of units (unarmored archer faster than armored archer, faster than armored swordmen, faster than armored spearmen, etc).
    - Flying speed significantly increased
    - Officers are harder to kill

    Battle personalities(*)
    - Each units has an offiicer, and some have 3 "bodyguard" for the officers. They have slightly different graphics, and are harder to kill than the regular soldiers.

    Walls and tower
    - More difference in building HP between factions
    - Range reduced, and damage adjusted

    - Most Landmarks have more levels now: you can get benefits from it sooner, but it will be weakened, and you need to invest more to have the full effect
    - Some military buildings have additional levels.
    - More buildings give specialized garrison
    - Smiths give bonus to armor, fletcher bonus to ammunition
    - Each level of building has its own icons (credits and many thanks to Spartan who kindly agreed to let me use his icons from this Building Progression mod)

    Unit Recruitment(*)
    - Each faction can recruit generic core units in any region, but they are a bit weaker
    - Each faction can recruit heraldic core units only in specific region. They are a bit stronger and have their own graphics, but they are capped.
    - Generic Special and rare units can be recruited in any region, but are capped and are weaker. Special buildings can allow increasing the capacity (ex: Building a dragon keep allows recruiting more dragons)
    - Unique special and rare units, the stronger one, can be recruited mainly in specific province, and are the stronger ones. They are also capped. They can sometimes be recruited in several provinces, but their cap is very low unless you control the proper provinces (ex: Swordmasters of Hoeth can be recruited in any Ulthuan region , but their cap comes mostly from controlling the Tower of Hoeth).

    -DrunkFlamingo's Closer to Table Tops recruiment mechanism integrated in the mod: units are classified as core, special or rare units, with a weight. Each army can have a maximum of 10 special and 5 rare weight of units. A full army (lord + 19 units) must integrate some core units: it is not possible to have 19 dragons in a single army anymore!
    This is however modified by the rank of the lord: low rank have less special/rage than 10/5, and higher rank can have more.

    Unit Stats(*)
    - Adjusted weapon (melee and projectile), mostly for damage/range. For HE and WE, elite version added for the elite units
    - Adjusted shields and armour.
    - Adjusted costs : heraldic units are better AND less expensive than generic units (but they are capped). Upkeep reduced for lord (10%), agent (20%) and heraldic units (20%). Other units stay at 25%.
    - Generic units have weaker leadership, attack, defense, and armor, and less men
    - High Elves have more levels of "martiallity" (martial training, expertise, prowess mastery)
    - High Elves are synchronized

    Unit graphics(*)
    - New icons and portholes for every units
    - Officers have their own graphics
    - New category icons, with more variety (spearmen with or without shields for exemple), and silver color for regular unit, golden color for elite units.
    - Heraldic units keep the colors and heraldic symbols of the region where they have recruited. While generic units have the colour of the recruiting faction.
    Last edited by Steph; December 29, 2020 at 05:59 AM.

  2. #2
    Steph's Avatar Maréchal de France
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    Default Re: List of changes

    Explanation about the new icons


    The background color indicates the race. Light purple for Dark Elves, light blue for High Elves, Light Green for Wood Elves, etc.


    The colour of the frame indicates the origin of the unit (i.e. how it can be recruited).

    - Gold : this is an agent: a lord or a hero.
    - Bronze: unique unit, which can be recruited in only a specific region, and usually requires a specific landmarks. For example White Lions of Chrace, Swordmasters of Hoeth....
    - Silver: Heraldic units: a stronger version of a generic unit, which can be recruited only in a specific province (or region), and always as the same heraldic uniform (shield heraldry, cloth colour), whatever the controlling faction.
    - Wood: generic unit, can be recruited in any region. But is usually a bit weaker.
    - Red: Regiment of Reknown
    - Green: units specific to Athel Loren (or Heart of the Jungle).
    - Purple: Black Ark
    - Black: Rogue army

    For unique or heraldic unit, a flag at the bottom right indicates their origin:
    - for High Elves, it's one of the Kingdom of Ulthuan (or Elven colony), which usually correspond to a province
    - for Wood Elves, it's one of the Asrai Realms (there are 3 Realms in each province of Athel Loren, except for Heart of the Jungle or Laurelorn)
    - for Dark Elves, one of the Dark Elves main cities (and regions in the same province). Hag Graef can also be recruited in the regions where Malus Darkblade starts, to avoid penalizing him too much
    - for Empire: each province (correspond to an elector count), + the 5 main cities
    - for Bretonnia: each region (dukedom)

    Unit category and special weapons

    The icon at the bottom (center) gives the unit category. SWO-RD includes new icons for more difference between units (with or without shield, spear, pike...).

    The icon is silver for regular unit, and gold for elite units. Elite units have better stats, but are twice smaller, and are capped: you can only recruit a few;

    Moreover, the unit category icon can have an halo to indicate a special weapon.
    In the example above, the unit on the left has no special weapon. Then we have poison arrow (green halo), fire arrow (red halo), or magical arrow (blue halo). Notice the red allow around the lance of the fireborn, at the right.


    The icon at the bottom left indicates the rarity, and match the mechanism from DrunkFkamingo, to prevent a full stack army from having only rare/special unit

    For agent, star icon:
    - Red = legendary lord
    - Blue = generic lord
    - Green = agent

    for units, losange icon
    - Red = rare unit
    - Blue = special unit
    - Green = core unit.


    The experience icon has been move to the top left, to avoid hiding the icon itself.

    And now with the latest DLC, the capacity indicator (how many units recruited / current total capacity) has been added by CA in the recruitment pannel for every faction! Thanks CA!
    Last edited by Steph; December 26, 2019 at 07:09 AM.

  3. #3
    Steph's Avatar Maréchal de France
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    Default Re: List of changes

    Visibility Overhaul

    The view distance is the distance at which you can spot a standard unit in the open (no forest to hide, no hill or obstacle to block LOS, the line of sight)

    The default view distance unit will vary with each unit. Mostly using the race as a base:
    - Hgh Elves: 750 m, Wood Elves, 700m, Dark Elves 650m.
    - Human: 600 m
    - Beastmen, Goblins : 550m
    - Dwarves, Ors, Lizardmen: 500 m
    - Skaven : 450
    - Undead, : 400m

    For reference "battle realism" uses a view distance of 600m.

    For monsters, I'll do that case to case. Some can see very far, like an Eagle (probably 1500), some may be almost blind and require spotters (Kharybdys at 300m)

    This default view distance will then be adjusted based on different parameters

    - Cavalry : +50 (they are higher and can spot ennemy more easily)
    - Archers: +50 (let's suppose archer usually have a better sight)
    - Specialized spotter : +150 (unit such ad deepwood scouts, shades...)
    - Unit with large helmet: -100 (view sight reduced), -50 with small helmet.

    Maybe I can also have the view distance increased a little with the experience of the units (I need to check if this work).

    The idea is that you cannot see the ennemy from very far, and will need scouts to find him, and cover the whole battlefield.

    The parameters above are combined to give a final view distance. Great Eagles, or WE Hawk Riders can see up to 1500m, and can spot ennemy untius from across the battlefield.
    Dragons also have a good view distance. Then you have waywatchers, deep scouts, mages...
    On the other hands, Cygor barely see up to their range, undead (except the carrions or their lord) have a poor view distance, and very heavy cavalry with large helmet don't see very far.

    As said, this is the view distance for a "standard" unit.

    But this will be adjsuted by a coefficient. 1.0 means the unit is visible at this distance (i.e. 600m for a human spotter, 700m for Elves). 0.5 means it is visible at half the distance (300m for men, 350 foe Elves), 2 it is visibvle at twice the distance (1200m for men, 1400m for Elves).
    Base game uses
    - 0.5 for Dryads/Treemen (they do look like trees)
    - 0.7 for Camelon Skink
    - 0.8 for Goblins and small Skavens

    And that's it..

    In SWO-RD, the system will be a bit more complex.

    The base will be the size of the unit
    - Elves, Lizardmen, Orcs: 1.1
    - Human, Undead, Ungor, etc : 1.0
    - Dwarves: 0.9
    - Skink: 0.8
    - Skaven, Goblin : 0.7

    - Monsters: depends on the size. Bat may be 0.3, Dragon and Giant 3 (so more or less always visible).

    Then, additional parameters will be taken into account
    - Mounted units : +0.2 depending, but even more for large mount (a dragon could be 3)
    - Units with shining armor / bright colours / tall helmet: +0.2
    - Units with "camouflage" (like Camaelon Skink, Wood Elves): -0.2 to -0.5

    A foot WE archer may have 0.7 at the end while an HE aromored archer may have 1.5, and a glittering silver helm 2.0

    Beside this global effect, each unit will laso have a specific "spot tree" distance which determine how far it can spot an ennemy unit hidden in a forest. Vanilla value is 60 and 160 for some lzardmen.

    I plan to adjust this to have more variety:
    - wood elves archers will see better in forest than others
    - Human knight with big armor won't be so good
    - Hawk, Eagle, etc will see farther
    - Same as Dryads, Treemen, they will have an even better view
    - Some creatures of the Forest, like Beastmen, will also have a better view.

    And last, it is possible to adjust the minimal distance: the distance at which a unit can ALWAYS detect over units, even if not in sight (exemple: behind a hill or a forest)
    By defautl, CA used 40, except for a very few units like Chaos Lord with lore of Shadow.

    I plan to change this a little for a few units, for exemple
    - Mages maybe able to see a little farther, thanks their magical senses
    - Some units like Wolves or wardgos could have this increase to make them good 'hunters".

    Let me know what you think of all these ideas!

  4. #4
    Steph's Avatar Maréchal de France
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    Default Re: List of changes

    Dynamic Manpower System
    In SWO-RD, virtually every units from the factions I have processed are capped.
    This cap is based on the settlements and buildigns your control.
    To increase the cap, you need to capture new settlements, or upgrade buildings.

    Every settlement, anywhere in the world, can contribute to the capacity of your generic units. For Heraldic only the settlements and the buildings in the same province contributes to the cap (example: Eataine spearmen capacity is increased by settlements or Barracks in Eataine province).

    You will find below how the capacity are computed for each race, in tables.*
    You have the unit, the base, the settlement and then the building.
    L = minimal level
    C = Coefficient.

    When you have C1 and C2, C1 is used for the generic units. C2 is used for heraldic or unique units.
    Example for Bretonnia
    - Cap for generic peasant is 2 + 2 x settlements level + 3 x farm levels (any region counts)
    - Cap for couronne peasant is 2 + 2 x settlements level + 4 x farm levels (but on for the couronne region)

    - Cap for generic Questing knight is 2 + 1 x settlements level (from level 3) + 2 x stable levels (from level 3)
    - Cap for couronne Questing knight is 2 + 1 x settlements level (from level 3) + 3 x stable levels (rom level 3)

    If couronne is level 4, with a stable level 4, the cap for Couronne questing knights would be 2 + 2 x 2 + 3 x 2 = 12.

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    C2 column is for provincial (like reikland, middenland), and also major cities (Altdorf, Nuln) heraldic units (counting only building in the regions associated to this state)

    Dark Elves
    Spoiler Alert, click show to read: 

    C1 column is for generic, C2 for heraldic units, counting only the buildings in the regions associated to this faction
    Beside generic and heraldic units, Dark Elves as specific unit sets for Black Arks, and the cap is given directly by Black Arks "buildings"

    The High Elves are the more complex due to their very specialized units, and province of origine
    Spoiler Alert, click show to read: 

    The first table is for generic base units (c1 column), and heraldic units (c2 column). For exemple generic spearmen have + 2 for every barracks level (anywhere in the map), and for Eataine spearmen is + 3 fpr very barracks level, but only for the 4 regions in Eataine province..

    It also includes the generic version of special units (like axemen, or generic dragons), recruitable in any region (using only C1 column)

    The second table is for specific units, which are recruitable only in Ulthuan. Only the settlements from any Ulthuan regions are counted (using the C2 column coefficient). They also have one (two in some cases) landmark column.

    For exemple, Swordsmasters of Hoeth can be recruited anywhere in Ulthuan (and not only in Saphery as was the case in older version of the mod), the cap is 2 + 2 x magic building level in Ulthuan (building level outside of Ulthuan contributes to the generic swordmaster cap, but not to the Swordmasters of Hoeth cap) + 6 for every level of the landmark Tower of Hoeth (which has 5 levels).

    So the best HE units still can't be recruited outside of Ulthuan, but now they are not limited to one region only. However, the cap is relatively small, unless you build their associated landmark and max its level, then they have a large cap boost.

    Spoiler Alert, click show to read: 

    C1 column is for generic, C2 for heraldic units, counting only the buildings in the regions associated to this faction

    Spoiler Alert, click show to read: 

    Base troops (Saurus, Skink...): C1 column is for generic, C2 for heraldic units, counting only the buildings in the regions associated to this temple-city
    Monster (Stegadon, Carnosaurs...) : C1 column is for generic, C2 for lustria units, counting only the buildings in any "lizardmen" region

    Spoiler Alert, click show to read: 

    They don't really have "heraldic" units, since they don't have a strong attachment to a specific region, but more to their lord (so they always keep their faction colour). There are however generic units recruitable anywhere (using column C1) and stronger units, recruitable only in traditionnal vampire area (like Sylvania, Moussillon, Marshes of Madness...), using column C2.

    And vampires have a third type of units from the raise dead power. These units do not count toward the caps, they are additional free units. Thanks to this, the vampire counts can have a rather larger army.

    Last edited by Steph; August 16, 2020 at 01:36 AM.

  5. #5
    Steph's Avatar Maréchal de France
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    Default Re: List of changes

    Climate overhaul

    These are all the climates I will add to the game, with their icon and a short description of suitability for races.

    Spoiler Alert, click show to read: 

    This is found in Albion, very wet climate. Lizardmen likes it, the others not so much.

    Near Naggashizar, and west of Naggaroth. Unhabitable for all but Undead.

    In the Badlands, suitable for Orcs.

    For Ulthuan, except Nagarythe and the fortress gate. High Elves will be very angry of other races settle here.

    Annulli mountain passes
    The fortress gates of Ulthuan. Suitable for elves, doesn't allow much growth, slow movement, and High Elves strongly dislike other races there.

    Lands north of Ulthuan, mostly unhabitable after the Sundering, except for a few factions lile Alith Anar. Dark Elves or High Elves will dislike any other race trying to settle there.

    Imperial major cities
    The main cities of the Empire. Empire will be very angry if other races settle there.

    Forested Coast
    The coast of the Empire. Suitable for humans. Empire won't be happy if other races settle there. Good target for Norsca.

    Temperate hinterland
    Found in the south of the Empire, suitable for humans. Empire won't be happy if other races settle there.

    Mountain passes
    South of the Empire. Not much growth here, and slow movement. Empire don't like other races here.

    Dark forst
    In Sylvania. Mostly for Vampires.

    Temperate coast
    Coastal Bretonnian regions. Suitable for humans. Bretonnia won't be happy if other races settle there.

    Temperate inland
    Non Coastal Bretonnian regions. Suitable for humans. Bretonnia won't be happy if other races settle there.

    Mixed Forest
    Found in Bretonnia (Forest of Arden). Suitable for humans. Bretonnia won't be happy if other races settle there.

    In Estalia, Tilea and Border Princes. Suitable for humans.

    Deep Forest
    Athel Loren, Heart of the Jungle and Laurelorn. Suitable for Wood Elves, they don't like other races here.

    North of Naggaroth. Suitable mostly to Dark Elves, who will dislike any other race going there.

    Druchii cities
    One of the six main cities for the Dark Elves. They will be very angry if other races settle there.

    South of Naggaroth, not as harsh than the frozen North, but mostly suitable to Dark Elves. They dislike other races going there.

    Naggaroth Mountain
    North West of Naggaroth, hard place where only Dark Elves settle.

    Found in Isthmus of Lustria, and south of the Darklands. Suitable for Lizardmen, and also Greenskins. Humans can also settle thre.

    Temple cities
    Main cities for the Lizardmen. They will be very angry if other races settle there.

    Coastal jungle
    Coast of Lustria / Southlands. Home of Lizardmen, other races can settle on the coast, but Lizardmen will dislike them.

    Lustria hinterland. Suitable for Lizardmen, they will dislike other races going there.

    The Vampire Coast. Lizardmen or Vampire can live there.

    Jungle Moutain
    In Lustria. Dwarves or Lizardmen can live there.

    Dwarden hold
    The main dwarves hold in the mountain. Suitable for Dwarves, Greenskin or Skaven, but Dwarves will be very angry if other races settle there.

    Snowy moutain
    Northern Edge of the World mountain. Suitable for Dwarves or Greenskin mostly.

    Mostly mountain west of the Old world. Suitable for Dwarves or Greenskin mostly.

    Desert Mountain
    In Southlands. Suitable for Dwarves, Greenskin mistly.

    Coastal Desert
    The coast of Araby. Land of Tomb King, human can also settle here.

    Araby, non coastal. Only for Tomb Kings.

    Kislev area. Lostly suitable for Kislev...

    Area between Norsca and Kislev, unsuitable for most.

    Rocks and Ices, with some coastal fjord suitable for Norsca

    Chaos Waste
    At the very North of ther World. Except Norsca and Chaos, no one settles there.

    Only for Vampire Coast.

    For Skavenblight and Hellpit, only suitable for Skaven.

    Here are two maps of the world with the climate (colored regions + icons).
    Warning, they are big files!

    Mortal Empire map
    Spoiler Alert, click show to read: 

    Vortex map
    Spoiler Alert, click show to read: 

    Suitability chart

    This chart shows the suitability of the different climates for each culture/faction.

    I've kept the 3 colours : Green = suitable, Orange = unsuitable, Red = uninhabitable.
    However, I want to have more flexibility than just these 3 levels, so I've given a suitability score from 1 to 9
    9 = Perfect, will give no penatly, and even some bonusd
    8 = Very good : only small penalties, and not always
    7 = Good: some penalties
    4 to 6 : unsuitable, with more penalties. Still possible to settle here, but growth will be slower, and cost higher.
    1 to 3 : larger penalties. At 1, the region will be virtually useless.

    Please comment the suitability chart, I'm interested by feedback. I will detail the exact effects later.

    Spoiler Alert, click show to read: 

    Last edited by Steph; July 05, 2021 at 11:46 AM.

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